/******************************************************************************
 * Spine Runtimes Software License
 * Version 2.1
 * 
 * Copyright (c) 2013, Esoteric Software
 * All rights reserved.
 * 
 * You are granted a perpetual, non-exclusive, non-sublicensable and
 * non-transferable license to install, execute and perform the Spine Runtimes
 * Software (the "Software") solely for internal use. Without the written
 * permission of Esoteric Software (typically granted by licensing Spine), you
 * may not (a) modify, translate, adapt or otherwise create derivative works,
 * improvements of the Software or develop new applications using the Software
 * or (b) remove, delete, alter or obscure any trademarks or any copyright,
 * trademark, patent or other intellectual property or proprietary rights
 * notices on or in the Software, including any copy thereof. Redistributions
 * in binary or source form must include this license and terms.
 * 
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/

using UnityEngine;
using System.Collections;
using Spine;
using System;

public class Spineboy : MonoBehaviour {
	SkeletonAnimation skeletonAnimation;

	public void Start () {
		// Get the SkeletonAnimation component for the GameObject this script is attached to.
		skeletonAnimation = GetComponent<SkeletonAnimation>();
		// Call our method any time an animation fires an event.
		skeletonAnimation.state.Event += Event;
		// A lambda can be used for the callback instead of a method.
		skeletonAnimation.state.End += (state, trackIndex) => {
			Debug.Log("start: " + state.GetCurrent(trackIndex));
		};
		// Queue jump to be played on track 0 two seconds after the starting animation.
		skeletonAnimation.state.AddAnimation(0, "jump", false, 2);
		// Queue walk to be looped on track 0 after the jump animation.
		skeletonAnimation.state.AddAnimation(0, "run", true, 0);
	}
	
	public void Event (Spine.AnimationState state, int trackIndex, Spine.Event e) {
		Debug.Log(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e + ", " + e.Int);
	}

	public void OnMouseDown () {
		// Set jump to be played on track 0 immediately.
		skeletonAnimation.state.SetAnimation(0, "jump", false);
		// Queue walk to be looped on track 0 after the jump animation.
		skeletonAnimation.state.AddAnimation(0, "run", true, 0);
	}
}
